WORLD WAR II: THE EUROPEAN THEATER, VERSION 2.2

                by Harlan Thompson, Hubert Tomaz Terseglav Tomazin & Uros Trsan 
               	         based on the Blitz scenario by James Starkweather
				version 2.0 by Harlan Thompson

(please use New Courier font and widen the margins to best read this file)

	 The time is May, 1940.  Possibly the largest and most important war in the
history of the world has begun.  Hitler plans nothing less than domination of the entire
world, to recreate it with his twisted, racist visions.  WW2 has been raging for almost
a year in Europe, but only now is the German Army ready to strike through France in a in
rapid blitzkrieg.  France seems doomed to fall, but where will Hitler strike next?
Playing as the Axis the choice is up to you. Operation Sea Lion- the invasion of England.
The conquest of Greece and/or Yugoslavia.  Invasion into the Middle East.  Elimination of
Malta and/or Gibraltar as a threat.  The choice is yours but act fast, because the
Russians are rapidly mobilizing for war and Operation Barbarrosa- the invasion of Russia-
can't be delayed for long.
	Meanwhile the United States sits safely across the Atlantic, covertly aiding
England.  Once the U.S. joins the war with its huge economy, time is truly against the
Axis.  For the Allies have embarked on a program to build the atomic bomb which could
singlehandedly decide the war.

	This is a big, complicated and time-consuming scenario, to match the complexity of
WWII, the biggest war in human history.  It may take a while to get up to speed on all the
complexities of this scenario, but we think you'll find it is well worth it if you like
battle-type scenarios.  Way too much time (!) has been put into making this as historically
accurate as possible.  Each turn (especially the first) takes a long time, but then there
are only 30 turns.
	The scenario is designed for the human play to be the Axis. Unfortunately, the
computer "intelligence" isn't smart enough to play an aggressive Axis, which means that it
is too easy to play the Allies or any other civ as the human player.  If left up to the
computer, in the first turn the Axis not only doesn't conquer most of France, but it can't
even conquer one city!  Hopefully in the near future, when multiplayer playing is available
with the next CD-ROM, we will reconfigure the troop strengths a little and make a great
multiplayer version as well.  Until then, please make do with being the evil guys.  If you
insist on playing as a civ other than the Axis (why??? it won't work!), use the file
Events2.txt instead of Events.txt by renaming Events.txt something else and then calling
Events2.txt Events.txt before you start the scenario.   Then start the scenario file
WW2Euro2.scn rather than the usual WW2Euro.scn.  This will help the balance somewhat
by removing many events that hurt the Axis (like Vichy France and Sweden effects) and replace
them with lots of new units for the Axis, but it still will be ridiculous.  Also be warned
it hasn't been playtested at all nor really any effort put into it.

A NOTE ABOUT DIFFICULTY
	In addition to making it big, we tried to make this a pretty tough scenario too, so
that even the most practiced civ2 players can enjoy it.  (The Axis probably would have had
an easier time of things than this scenario presents.  They lost the war so decisively
anyways because of Hitler's many stupid decisions.) If you find yourself having too much
trouble, try playing at an easier level than Emperor.  On the other hand, if you really
consider yourself a Civ2 genius, try it at Diety level (unhappiness won't be a problem with
Fundamentalism, but the computer will make more units to fight you).

CHANGES IN THE LATEST VERSION
	Version 2.2 now features the full compliment of wonders.  Previously a number had been
destroyed, but they're brought back to life, thanks to Igor Galyavov (see the thanks section
at the end of this file).  In addition, I have made some changes in the locations of railways
to be more historically accurate.  Everything else is the same as Version 2.1.

UNIT CHANGES
	I was happy in a general way with the units in the last version, but I did a bit of
tinkering to make things better.  I thought there wasn't enough on the "what if" units, the
various secret weapons the Germans were frantically working on as the war ended.  They did
make truly amazing advances that were years ahead of their time in an attempt to create a
"super weapon" that would singlehandedly win the war, but these were too little and too
late.  Obviously history doesn't have to repeat itself in this scenario.  To this end I now
have the Jet Bomber and V-3 rocket (these are both based on real things the Germans were
working on and the graphics are real pictures of them).  To make room the V-1 was eliminated
since its main purpose was demoralization of the enemy which Civ2 can't do, and the Freight
unit was eliminated too.  Computer civs tend to make too many in a war and all the trade
routes needed already exist at the start of the game.  Also, the ANZAC Troops unit has been
replaced by Italian Infantry.  The Commandos unit had to be eliminated because computer civs
misused them horribly.  They are replaced by the Home Infantry unit (used mostly as a trigger
for special events).  Finally, Carrier is now reworked into the Convoy unit, Level Bomber is
now the Axis-only Junker Ju 88, the Rocket Launcher is now called Katyusha and the Bf109 is
the Fw190.  If you're familiar with the previous version, check for number changes in other
units here and there.

INSTALLATION
	This game has been specifically designed to work with the changes allowed in the
Fantastic Worlds CD-ROM.  In particular, we wanted to take advantage of the eight extra unit
slots.  This game will not work without the capabilities the Fantastic Worlds CD-ROM offers,
sorry.
	To install, make a new folder under your Scenarios folder (which is inside your Civ2
folder).  Call the folder "WW2Euro" or whatever you want.  Put all the files you downloaded
in your new folder, and play.  Make sure that all the sound files are in a folder called
"Sound" within your folder for this scenario if you are playing with sound.

THE PLAYERS
	Here is a little background on all the civs.

THE AXIS- FASCISM (Fundamentalism renamed)
	Hitler's Germany and Mussolini's Italy plus their minor allies and colonies are
combined into one civ.  There are two capitals, one in Berlin and the other in Rome.
Germany starts off with the best and most units in the world.  Italy and its colonies in
Africa and Albania are less developed, and the units there start out in poor shape.  Many
Italians didn't really have their heart in the war.
	Your goal is to conquer the world.  You start with plenty of money, so you'll
probably want to maximize science research to try and keep up with the Allies as best
you can.  Beating them in the nuclear race will be damned difficult however.  Be careful
with your money though- after a few years you will probably run out, and the going will
get much, much harder.  You do get an extra 800 gold per turn however via the Events.txt
file.
	At the beginning of this scenario German troops are poised to conquer France. In real
life, the Germans avoided the defensive Maginot Line the French built between Germany and
France, and struck through Belgium.  Undoubtedly you will want to do the same.  As you
conquer French town after town, the Maginot Line (and units outside of cities generally) will
slowly dissolve as those units lose their support.  Note that there is a large stack of
Allied units behind Brussels that represents the hundreds of thousands of British troops sent
to help France (in real life they were mostly miraculously evacuated through the port of
Dunkirk).  You will need to decide if you want to conquer all of France or create a rump
state of Vichy France.  See the section on Vichy France below.
	Also note that Norway was just conquered the month before, so there is still some
consolidation of that conquest needed.  The British came up with the idea of conquering
Norway at almost the exact same time (to keep it away from the Axis), so much of the British
navy is off the coast and some troops on the ground trying to take Narvik and Trondheim.
	Militarily, conquering France should be rather quick, but after doing that you'll need
to decide if you want to focus on conquering Britain, Russia, the Middle East and/or
somewhere else.  You're very powerful, but you can't do everything at once.  Chances are the
Russians will eventually surprise attack you if you don't keep them happy (after all, they
are considered an Agressive, Militaristic civ type).  Some of the smaller civs like Turkey
and Spain can become your allies or enemies depending on your diplomatic skills.  It may take
some doing however because you have a very sinister reputation.  If you fail to talk to them
and give them things, they (and the Neutrals) will tend to suprise attack you eventually.
	The Axis is at permanent war with the Allies.  It is unable to communicate with
Russia except if Russia initiates the dialogue.  If and when war with Russia starts,
the war becomes permanent (any peace treaty you sign will be abolished by the start of the
next turn, so don't do it).
	One last thing about this civ.  In real life the Italians quit the Axis after the 
Allies had successfully invaded Italy.  This is represented in the game as well.  If
Rome is captured by the Allies, the Italian Infantry unit can no longer be built by the
Axis and the Axis will lose 300 gold a turn.

THE ALLIES- DEMOCRACY
	The British Empire is combined with The United States and Canada to make this civ.
Plus, the Low Countries (represented by the cities of Amsterdam and Brussels) are included
as part of the Allies since as the Axis begin the game at war with them, they really aren't
neutrals any more.  In reality the U.S. didn't enter the war officially for more than a year
after the time this scenario starts, so to reflect the late entry of the U.S., only the East
Coast of the U.S. is represented and the U.S. starts off with virtually no troops (also,
imagine the Western U.S. as the portion of production spent on fighting Japan in the
Pacific).  There are two capitals, London and Washington.  Some of the East Coast U.S. cities
have rather unrealistically been given oilfields, but this is to better represent the huge
economic power of the U.S.
	The Allies also start out with a rather small amount of money until the entry of the
U.S. at the end of 1941.  This greatly slows down the research and new units it can make until
that time.  When the U.S. does officially join the war, the Allies get 5000 gold inintially
and then lots of extra money and units for every turn beyond that.  They also can start to
build Allied units more associated with the U.S. (Flying Fortresses, Sherman Tank and Marines)
after that time.
	Once the U.S. does fully join the Allies, the U.S. will have quite a devastating
bombing capability.  Watch out! In order to prevent the computer intelligence from throwing
ground troops into Europe prematurely, the Allies need to develop the technologies that give
them more Landing Craft and Transports than they start the game with.  Also, the Allies have
the fastest research rate in the game plus special prerequisites, so expect them to be the
first and (probably) only civ to get the atomic bomb.
	England may look relatively easy to conquer, but beware.  There are veteran, fortified
strongpoints in every city in the United Kingdom.  These represent the fanatical resistance
the English would have put up.  Hitler planned the total enslavement and destruction of the
English people in retaliation for their failure to sign a peaty treaty with him after the
fall of France, so the English had little option but to fight to the bitter end.  Expect
Partisan resistance to continue even after the last city is conquered.
	The Japanese seriously blundered in attacking Pearl Harbor because by doing so, they
gave the previously isolationist Americans a determination to fight the Japanese till
unconditional surrender was achieved.  In the same way, a direct Axis attack upon North
America would do more harm than good to the Axis, unless they really thought they could
conquer the whole thing.  In this game, the killing of any Allied Home Infantry unit
(stationed exclusively in North America) or the conquest of any North American city will
result in the Axis losing their 800 extra gold a turn bonus.

RUSSIA- COMMUNISM
	  Nearly all of the economic might of Russia is represented here.  Imagine the Far
Eastern portion not shown to represent Russia's expenditures against Japan in the Pacific.
The capital is Moscow.
	Russia is immense.  Let me repeat that: Russia is very, very vast!  However it is also
fairly underdeveloped.  The eastern portion of the map in particular has vast natural wealth
that have been largely untapped.  The military is antiquated and the scientific research is
behind the Axis and Allies.  However, the Russians are soon to get some very tough units,
like the Stormovik Dive Bomber, Katyusha Rocket Launcher and the T-34 Tank, widely considered
the best tank in the war (the T-34 comes in Nov. 1941 at the same time the U.S. enters the
war).  Also, the Russians have built two defensive lines, one at the border and the second
further back (the Stalin Line) to slow an invasion.  Because of sheer size, this is a powerful
civ that needs to be reckoned with.  If left alone long enough to develop a modern army,
Russia could even conquer the Axis on its own (at the start of the German invasion the
Russians and Germans were pretty evenly matched- it was only the supreme strategic skill of
the Germans that allowed them to advance so far).  To give you an idea how immense Russia's
resources are, in the real war the Russians lost around 6 to 8 million soldiers in the first
year of the war alone, yet it still ultimately beat the Axis.  The Germans had dreams that
they would take Moscow, and the rest of Russia would surrender.  But since the Germans thought
little better of the Russians then they did of Jews, most Russians had a fight to the death
attitude.  Expect a tough, drawn out battle down to the last city.  Once the Russians and
Axis start fighting a war, they no longer can talk to each other and the war becomes
permanent.  During playtesting the Russians often would sneak attack around the middle of
1941, so you should be ready for war by then.
	Much of the Russian territory near the Axis border is recently acquired.  The Russians
acquired Lithuania, Latvia, Estonia and eastern Poland as part of the Ribbentrop-Molotov
peace treaty with the Axis.  Most of these areas have been occupied by the Russians for
only a year or so and aren't too happy about it.  As a result, the cities of Tallinn, Riga,
Vilnius and Lvov will not produce partisans if conquered by the Axis.
	The Russians start the game running a deficit each turn.  However this is made up by
Lend Lease assistance from the Allies through the port of Archangel.  If the Axis conquers
this city the flow of money will stop, but if they conquer it and lose it again the aid money
will continue.  Also, the Russians get extra money just before every winter, reflecting their
advantages in fighting during the cold winter conditions.  In addition, much of Allied
assistance was technological in nature, so keep in mind the Russians have the equivalent of
the Great Library.  Any technology the Allies and Axis get, the Russians will be sure to get
too.

FRANCE- REPUBLIC
	Too bad about that Maginot Line strategy- France is going to be conquered by the Axis
before too long.  The capital is Paris (for now).  Conquering France isn't the cakewalk
history has generally painted it so don't expect to take the whole thing in one turn
necessarily.  Remember that the Axis didn't conquer all of France in 1940 (the southern half
became the semi-independent Vichy France) and the Dunkirk Allied troops mostly escaped back
to England.  Helping you is the fact that the French and Low Countries (Brussels and
Amsterdam) do not have the Partisan effect (guerrilla warfare) due to the defeatist and
even collaborationist attitudes amongst many there.

VICHY FRANCE
	In real history, the Axis made a deal with France and didn't actually conquer the
entire country.  They allowed the southern half of France proper plus French colonies in
North Africa and the Middle East to remain (mostly) independent.  This reduced France was
called Vichy France because its capital was the small town Vichy, near Lyons.  In this
scenario, Vichy France is simulated as well.  The towns in the area that became Vichy
France (Toulouse, Marseilles and Lyons) plus all the French overseas possessions, plus the
island of Corsica (the island just south of Marseilles) each have one Home Infantry unit in
them.  If any of these units are killed by the Axis, the following events will happen.  The
French will give up any illusions about collaboration and further peace treaties between
France and the Axis will become impossible.  A French Partisan resistance will spring up in
the countryside of France itself.  Finally, the Axis will lose 300 gold per turn for the rest
of the game since they will be getting much less voluntary help from French citizens.
	Whether it is worth it to conquer all of France at once or make peace after you've
taken all the towns except Toulouse, Lyons and Marseilles will be up to you.  Keep in
mind you can still bribe French towns (in doing so you won't actually kill the Home
Infantry unit) and then possibly make peace again.  The French have a large navy in the
Mediterranean- perhaps if you're clever you can even bribe their towns when they have
valuable naval units in them.

TURKEY- REPUBLIC
	Turkey is small, but important as the gateway to the Middle East.  The capital
is Istanbul.  It is an underdeveloped country in a very dangerous position.

SPAIN- FASCISM
	The capital is Madrid.  Francisco Franco is a Fascist dictator, but has
remained neutral in the war so far.  Like Turkey, this is an important wildcard.

THE NEUTRALS- REPUBLIC
	All the other countries on the map have been combined into the neutrals- countries
that only want to stay out of the conflict.  The countries are Sweden, Portugal,
Switzerland, Yugoslavia, Ireland, Saudi Arabia, Persia and Afganistan.  Three have
capitals/Palaces: Stockholm, Zurich and Tehran.  The U.N. Wonder (called the Geneva
Convention since the U.N. didn't come until after the war) has been given to this civ to
help it stay at peace.  Remember that if you attack one of these countries, you're really
attacking them all.  Also remember, just because these are called the Neutrals that doesn't
mean they will never declare war.  In fact, if you do rather well the Neutrals will
probably attack you sooner or later as all the computer civs start ganging up on you.

SWITZERLAND AND SWEDEN
	As the Axis, beware of attacking Switzerland or Sweden.  See the Events.txt
explanation section below for more on this.  The Axis gets 800 extra gold every turn.
However, if they conquer Switzerland (Zurich), they will receive 300 less gold every turn.
If they conquer one of the Swedish cities (Malmo, Stockholm, Goteborg, or Sundsvall) or kill
any of the Home Infantry units in Sweden they will receive 200 less gold every turn.  This
reflects the secret assistance these neutrals, esp. the Swiss, gave that helped the Nazis.
Without these neutrals helping in banking, importing weapons and so forth the Axis would
have had a much more difficult time.  So you would be wise to leave these countries alone
even when you are at war with the Neutrals.  Note that unlike the Vichy France rules, you
cannot even bribe cities in this case without triggering the effect.  Also note that if
the Axis attack Vichy France, Switzerland and Sweden, their entire 800 extra gold per turn
will disappear. (If you also have attacked Switzerland, Sweden and Vichy France, plus lost
Rome and attacked North America you will actually have a large negative "bonus" each turn).

THE TECH TREE
	Up to a point, the order of technology advances is pretty much the same (though
the units and city improvements you get with them are sometimes changed around).  In
the modern era it gets a bit more tricky.  Many technologies have been removed (including
all techs relating to pollution since that doesn't count in this game) and new ones
put in their place.  Hopefully this chart below will be all the help you need.
	Note Alpine Warfare and Special Operations (lower left side) are not connected to
the rest of the chart.  Also note that the tech U.S. Enters War is given to the Allies in
Nov 1941.  If the Axis or any other civ want to pursue techs leading from this one (i.e.
the Atomic Bomb!) they will have to do some stealing.  If the Allies average three turns
for each new discovery and only work on discoveries leading to the Atomic Bomb, it will
take them till around early 1945 to get it (faster if technology trading helps them).  It
will take the Germans longer- if they want the bomb, they'll have to do a lot of technology
stealing and trading.
	Certain units that come with new techs can only be built by certain civs.  So for
instance, Unguided Projectiles allows the Katyusha Rocket Launcher unit, but only for the
Russians.  Any other civ can get that tech, but it will only be useful for them as a spring-
board to other technologies and will not give them the Katyusha unit (because they already
have the tech that makes it obsolete, in case you're curious).  Use the following key to see
which civs can build which things.  The same key symbols put after the name of the tech has
a different meaning.  It means these are the civs (of the Big Three) that start the game with
these particular techs.
	Please don't trade the Economics tech.  Most high-end city improvements are attached
to this tech (Superhighways, Stock Exchange, Airport and so on) and none of the computer civs
are given this tech because it turns out they spend too much time building those kinds of
things and not enough time building units.  If you trade this tech it will upset the play
balance.

*= only Axis can build / Axis starts with this tech
#= only Allies can build / Allies start with this tech
@= only Russians can build / Russians start with this tech
                                                           
 ADV. FLIGHT *,#,@------>  ADV. PLANE DESIGNS                    NAVAL WARFARE *,#,@
 Tactical Bomber      Mosquito #,Bf 109 *,Stormovik @          Battleship #, U-Boat *
    |                               |                                    |
 UNGUIDED PROJECTILES <-------------+------MOBILE WARFARE *,#,@      MERCHANT FLEET *,#,@
     Katyusha @                     |          Medium Tank,        Shipping Docks, Convoy # 
       |         LABOR UNION *,#,@  |                    |                |
       |          Mech. Infantry    |                    |                RADAR #
       |                    |       |          /---------+---------- +1 Naval Movement,
       |                 WAR MOBILIZATION     /          |               T-34 Tank @
       |               Manufacturing Plant,  /    HEAVY ARTILLERY *,#,@   |       |
 STRATEGIC BOMBING       Tiger Tank * |     /       Howitzer, 88 Gun *    |       |
 Lancaster Bomber #,       |          |    /              |            \  | SUBMARINE ADVS. #     
 Petlyakov Bomber @ <------+----------+---/               |             \ |   Submarine    
     |                     /           \           SELF PROPELLED GUN    \|       
 PROXIMITY FUSE <---------/             \           Mobile Artillery      + 
  VT Anti-Air  \                         \               |               / \   
         |      \---->INVASION DEFENSES   \---------> HEAVY ARMOR       /   \
         |         Strongpoint* (via events.txt)  JS-1 @, Churchill #, / HOLLOW CHARGE WEAPONS
 AVIATION RESEARCH                                   Panther Tank *   /        Bazooka *,# 
 Mustang Fighter #,       FUNDAMENTALISM *              |            /
         |              /                  \        VERY HEAVY GUN  /
        ROCKETRY       /                    \        Heavy SP Gun  / (Nov 1941 via Events.txt)
      V2 Missile *  --+----->JET PROPULSION  \                    |            |
           |     \   /        Jet Fighter     \                   |     US ENTERS WAR   
           |      \ /            |             \                  |   Flying Fortress #,  
           |       +         ROTARY WING    ADV JET DESIGN        |     Sherman Tank #   
           |      / \         Helicopter      Jet Bomber          |       Marines #
     ADV. ROCKETRY   \                               \            |     /     | 
      V3 Missile *    \        ATOMIC THEORY *,#      \    LANDING CRAFT *    |
          |            \            |                  |   Landing Craft      /
          |             \   PLUTONIUM CREATION #       |           |         /
  ANTI-AIR MISSILES      \          |                  |           |        /
 SAM Missile Battery      \   NUCLEAR FISSION <--------+--------INVASION TECH
                     \     \  Manhattan Project        |           Transport  
     ESPIONAGE *,#,@  \     \      |                   | 
       Spy * and @  \  \     NUCLEAR TESTING           |
                     \  \             |                |
ALPINE WARFARE *,@    \  \   CRITICAL MASS EXPLOSION <-+----DEMOCRACY #
 Alpine Troops       /    \             |              |
     |              /      \            |              |
  SPECIAL OPERATIONS *,#    \      NUCLEAR POWER       /
     Paratroopers            \      Atomic Bomb       /
                              \         |            /
                             ADV. ATOMIC THEORY     /
                                        |          /
                                       FUSION BOMB
                                  ICBM, Nuclear Plant
                                          |
                                    FUTURE TECH


UNITS:
	All the units in this game can be looked up in the Civilopedia in this most recent
version of the scenario.  Or you can use the below chart for your convenience.
	As mentioned above, many units can only be built by certain civs.  For the units
that can only be built by one civ, look for the ##, ** or @@ signs to symbolize Allied,
Axis and Russian only respectively.  The techs involved with these units have strange
names, like End Tech 1.  You cannot trade or research to these techs, so just ignore them
(there is a big "NO" in the graphic icon of the ones you shouldn't trade or bother with).
There is literally no way for any other civs to get these techs to build the exclusive
units, or if they do get the tech they can't build the unit anyways.  Note that the
prerequisite tech for Flying Fortresses, Sherman Tank, Marines (for the Allies) the U.S.
Enters War tech, is given to the Allies via the Events.txt file in Nov. 1941 rather than
being something researched to.  The Russians also get Radar (allowing the T-34 Tank) in 1941
as a gift from the Allies, if they don't have it already.

NAME                   COST ATT DEF MOVE HP FIRE SPECIAL     PREREQ. TECH      OBS. BY
Anti-Aircraft           50   4   4   1   1   2   5,14        Radio             Prox. Fuse
## Allied Infantry ##   20   1   4   1   2   1               Conscription      none
Alpine Troops           40   5   4   1   2   1   10          Mountain War.     none
Artillery               50   10  1   1   2   1   7           Machine Tools     Heavy Artillery
## ** Bazooka ## **     30   12  2   2   2   3   13          Hollow Charge W.  none
Cavalry                 60   8   3   2   2   1               Tactics           Steel
## Churchill Tank ##    80   10  5   2   3   2   7,11        Heavy Armor       none 
** 88 Gun **            80   12  4   1   3   2   7,11,14     Heavy Artillery   none
Engineers               40   0   2   2   2   1   2           Explosives        none
** German Infantry **   30   1   5   1   2   1               Conscription      none
Heavy SP Gun           100   12  2   2   4   3   7,14        Very Heavy Gun    none
Home Infantry           30   0   5   1   2   1               none              
Howitzer                70   12  2   2   2   2   7           Heavy Artillery   none
** Italian Infantry **  20   1   4   1   1   1               Conscription      Italy Quits
Infantry                30   0   4   1   1   1               Conscription      none
@@ JS-1 Tank @@         80   10  5   3   3   4   2,7,11      Heavy Armor       none
@@ Katyusha @@          30   12  2   3   2   2   10,13       Unguided Proj.    none
Light Tank              50   8   4   3   2   2               Steel             Mobile Warfare
Machinegunners          40   0   5   1   2   2   11          Tactics           none
## Marines ##           60   12  4   1   1   1   3           U.S. Enters War   none
Mech. Infantry          60   8   6   3   2   1               Labor Union       none
Medium Tank             60   10  5   3   2   1               Mobile Warfare    Heavy Armor
Mobile Artillery        70   12  2   2   2   1   7           Self Prop. Guns   none
** Panzer Grenadiers ** 60   8   6   3   3   1   11          Labor Union       none
** Panther Tank **      90   10  5   2   3   3   2,7,11      Heavy Armor       none 
Paratroopers            60   8   4   1   2   1   9           Special Opers.    none
Partisans               80   6   4   2   2   2   2,4,7,10    none              none
## Sherman Tank ##      70   10  5   3   2   2               U.S. Enters War   none 
** @@ Spy ** @@         30   0   2   2   1   1   1,2         Espionage         none  
** Stormtroopers **     40   8   6   2   2   1   1,12,15     Fundamentalism    none  
Strongpoint            200   0   5   0   8   3   1,11,14     none
@@ T-34 Tank @@         70   10  5   3   3   3   7           Radar             none
** Tiger Tank **        90   10  5   3   3   2               War Mobilization  none
@@ USSR Infantry @@     20   1   4   1   2   1               Conscription      none
VT Anti-Air             50   6   5   1   1   2   5,14        Proximity Fuse    none

AIR                                                   TURNS AWAY  
Atomic Bomb             160  99  0   10  1   1   13     1    Nuclear Power     Fusion Bomb
** Fw 190 **            60   8   4   10  2   2   5,14   1    Adv Plane Designs none
Fighter                 50   6   3   8   2   1   5,14   1    Radio             Adv. Plane D.
## Flying Fortress ##   120  15  6   16  3   2   1      2    U.S. Enters War   none
Helicopter              100  10  3   6   2   2   1      -    Rotary Wing       none   
ICBM                    180  99  0   30  1   1   13     1    Fusion Bomb       none
Jet Bomber              150  16  6   20  4   3   1,14   2    Adv Jet Design    none
Jet Fighter             80   10  5   16  4   3   1,5,14 1    Jet Propulsion    none
## Lancaster Bomber ##  120  16  4   16  2   3   1      2    Strategic Bomb.   none
** Junker Ju 88 **      120  12  2   10  2   2   1      2    Adv. Flight       none
## Mosquito ##          80   10  5   12  3   2   5,14   1    Adv Plane Designs none
## Mustang Fighter ##   60   10  5   16  2   2   5,14   2    Aviation Research none
@@ Petlyakov Bomber @@  90   14  4   16  3   2   1      1    Strategic Bomb.   none
## Spitfire ##          50   7   4   8   2   2   5,14   1    Adv. Flight       none
@@ Stormovik @@         70   12  4   10  2   3   5,14   1    Adv Plane Designs none
** Stuka Dive Bomber ** 80   10  1   8   2   2          1    Adv. Flight       none
Tactical Bomber         70   10  1   8   2   2          2    Radio             none
** V2 Missile **        40   20  0   7   2   3   13     1    Rocketry          none
** V3 Missile **        50   25  0   15  2   4   5,13   1    Adv. Rocketry     none

NAVAL             HOLDS
## Battleship ##    0   180  15  10  4   5   2   1           Naval Warfare     none
Convoy              0   140  8   12  4   5   2   4,8         none
Destroyer           0   60   5   4   6   3   1   4,15        Electricity       none
Heavy Cruiser       0   100  8   6   5   4   2   1           Steel             none
Landing Craft       4   40   0   5   3   5   2               Landing Craft     none
Submarine           0   60   12  4   6   4   2   1,4         Submarine Advs.   none       
Transport           6   50   0   3   8   3   1               Invasion Tech     none
** U-Boat **        0   50   10  3   6   3   2   1,4         Naval Warfare     Sub. Advs.

**= Axis only can build this unit
##= Allies only can build this unit
@@= Russia only can build this unit

SPECIAL FUNCTION KEY:
1: Two space visibility
2: Ignore zones of control
3: Can make amphibious assaults
4: Submarine advantages/disadvantages
5: Can attack air units (fighter)
6: Ship must stay near land (trireme)
7: Negates city walls (howitzer)
8: Can carry air units (carrier)
9: Can make paradrops
10: Alpine (treats all squares as road)
11: +50% on defense versus units w/ movement of 2
12: Free support for fascism (stormtroopers)
13: Destroyed after attacking (missiles)
14: x2 on defense versus air (AEGIS)
15: Unit can spot submarines or partisans

UNIT NOTES:
	Certain unusual units need a bit more explanation.

SPY
	Spies, despite their name, have the functions of the usual Diplomat unit, not the
Spy.  Only the Axis and Russians can build spies, and they are a bit more limited than
usual in what they can do.  We really wanted the Allies to be able to build Spies as
well, but figured that having the Allies invade continental Europe simply by buying a
coastal town was too easy, and unrealistic.  The Axis Spies of course cannot bribe Allied
towns at all since the Allies are a Democracy.  Spies in this game also are very limited
in their ability to steal technology.  They cannot steal technology from Allied or French
cities or any city in Western Europe, except for the six cities that make up the United
States.  Since most new technologies lead to the development of nuclear weapons, it doesn't
make sense to have the Axis develop the nuclear bomb by stealing something from say, Crete.
If you as the Axis want to get nuclear weapons you will probably have to make a daring spy
mission across the Atlantic.
	Technology stealing and city bribing is unlimited on the Russian front, however.
Imagine a bought city similar to a mass surrender of an army trapped in a "pocket"
surrounded by troops- a lot of weaponry ended up being used by the other side on this
front.  This means you would be wise to not let your treasury run down too low or the
Russians will start buying cities from you.  Keep at least 3000 if you can, try to block
roads with units that spies might use and build Courthouses in cities you don't want to
lose (Courthouses nearly double the cost of buying a city).

STRONGPOINT
	Don't try moving Strongpoints- about the only thing you can do with them is
unfortify them or disband them (and there is no way for any country to build more).
Since they are so tough, I'll let you know that all the towns of North America, all
the towns of Great Britian, Zurich, plus the Russian towns of Sevastopol, Odessa, Moscow
and Leningrad and Axis towns of Hamburg, Kiel and Berlin are all the towns with
Strongpoints in them.  No town has more than one except London with two.  You can find the
ones outsides of towns on your own.
	Although no more Strongpoints can be built, a few more can be made by the Axis.
If the tech Invasion Defense is researched, the cities of Amsterdam, Brussels, La Havre,
and Brest will find themselves with one brand new veteran Strongpoint in each city if you
possess the cities at the time.  This may not sound like much, 4 new units, but it can do
wonders against those Flying Fortresses and Lancaster Bombers you will probably find
increasingly distressing.  Strongpoints are most vulnerable to massive naval bombardment
and certain kinds of ground attack.  For maximum defense put other units that defend against
these kinds of attack (like Panzer Grenadiers) in the same square as the Strongpoint.

CONVOY
	I got rid of the Carrier since computer civs use them so badly and the Atlantic
is so narrow, and replaced them with the similar Convoy unit.  Convoys represent a whole
cluster of ships travelling together in safety, including Escort Carriers (so this unit
still has the ability to carry air units), plus it could attack with the Destroyers,
Corvettes and so on in the group.  This unit can only attack other ships and is hard to
find, like a submarine.  Since it also includes freight vital to the Allied war effort, the
Allies lose 500 gold each time a Convoy is destroyed.

BATTLESHIP
	A bug in the scenario makes it impossible for there to be a unit costing more than
180 gold.  Battleships should definitely be worth more than that, so the Battleship unit
is now an Allied only unit.  The Axis will however receive Battleships in Taranto and
Hamburg from time to time.  In addition the Axis and Russians start with a few already on
the board.  This isn't too far off historically since the Axis had very few battleships (the
Germans had only 2 as far as I know) and found it difficult to build more with the Allied
bombing.  The Allies on the other hand had many.

DESTROYERS AND HEAVY CRUISERS
	Destroyers and Cruisers in previous versions had a tendency to waste themselves
attacking the coast, dying as soon as they saw action.  To prevent this I have made
Destroyers have the advtanges and disadvantages of submarines so they can't attack
coastlines.  They are very different from subs however.  Cruisers I made stronger and
more expensive, thus the new name Heavy Cruiser (these were also sometimes called Pocket
Battleships by the Germans).  Perhaps they can actually win some battles now.

PARTISANS
	Partisans have the adv/disadvs of subs, which means they can't attack (usually)
but they certainly can pillage.  They also are harder to see.  Stormtroopers are the
only unit that can see them from one space away, since one of the tasks of Storm-
troopers was to root out civilian resistance.  After certain events created via the
events.txt file transpire, you may find yourself with partisan rebellions in France,
Yugoslavia/Greece, England, and occupied parts of Russia.  These will continue till the end
of the game, one new partisan in each area per turn, unless you can find the ten starting
spots the partisans come from per turn in each area and occupy it permanently with a unit
of your own.  

HOME INFANTRY
	Home Infantry is much like the regular Infantry unit used by the minor powers of
this game.   Neither unit can ever move.  They are different in a few ways however.  First,
they are slightly tougher.  Second, they are often placed to trigger certain events.  Third,
they cast no zone of control, so they can be on another civ's territory without violating
any peace treaty.  This is used near Gibraltar, Istanbul and the Russian border east of
Warsaw to make political boundaries more accurate.

	Finally, apologies for all you WWII experts who don't see unit types you think
should belong.  We did our homework but believe me, there's only so much you can do with
the number of unit slots available!  Give me more extra slots for the Bf 109, the V1,
Commando, Freight, Radar Station, Nebelwerfer, Hurricane, KV Tank, Type XXI U-Boats, Poison
Gas, B-24, Matilda Tank, etc..., etc... !!

USING YOUR UNITS
	After all the above, you may be a bit overwhelmed by all the units, but it really
pays to learn their numbers closely.  Each unit has its place.  For instance, I think there
is definitely a right way to go about attacking a tough city.  Send in a Spy to learn its
defenses.  Occupy the high defense squares around the city first so you won't have Partisan
troubles later (Alpine Troops and Fighters are good for this).  Unless the Spy reveals more
Strongpoints/Anti-Air units that you're comfortable with, start attacking with the Junker
Ju 88 Bombers to drive out the Anti-Aircraft, then Tactical Bombers, then clean up with Stuka
Dive Bombers.   Or if you're using mainly ground forces, the 88 Gun, Heavy SP Gun, Panther
Tank and Mobile Artillery will all ignore city walls.  88 Guns are also good to keep in mind
for defense since they are as tough as Anti-Aircraft against airplanes: if your attack square
ends the turn with a fairly healthy 88 Gun in it and a Junker Ju 88 or Tactical Bomber over it
you will be fairly safe against any counterattack.  Put some Anti-Aircraft or more 88 Guns
under your aircraft ending the turn in vulnerable spots.  Then bring in a Fighter type plane,
an Anti-Aircraft, and other ground units to hold the city.  Include Stormtroopers and/or
Panzer Grenadiers so your more valuable units like tanks won't be lost in a counterattack.
Use tanks, Stuka Dive Bombers, Fw190s and Panzer Grenadiers to clean up the countryside and
get rid of the Partisans.  In Russia you may want to take control of the approaches to the
city and occupy them with more expendable units to prevent the town from being bought by a
Russian Spy the next turn (being in civil disorder and originally Russian it should be fairly
cheap) and to take the blows of the Katyusha rocket launchers.  So you see, in conquering one
town you may end up using virtually every type of air and ground unit you have.
	On the sea, you main weapon will probably be the U-Boat.  They can be quite effective if
used well.  However they are very vulnerable on defense and their supposed invisiblity doesn't
give them that much protection.  One strategy to deal with this is using bombers to provide
cover for them.  If out of the range of enemy fighters, have your bomber end its turn far out
at sea.  Alternate with another bomber so there always is a bomber ending a turn out there.
The spot the bomber ends its turn on is now a safe haven for the U-Boat, barring the extremely
unlikely chance of there being an Allied Convoy with Fighter planes on it nearby (until the
Allies get Mustang Fighters which can reach much farther).  In addition to providing cover
for the U-Boats the bombers can inflict damage on Allied shipping as well.  Brest, Bergen and
Casablanca are choice spots to launch such air cover from.  Battleships are an extremely
powerful unit and great for shore bombardment, but are probably too expensive and slow to be
used widely.

WONDERS:
	The names and pictures of some wonders have been changed to reflect the real wonders of
the time.  This chart shows what has been changed.  Note that some wonders familiar from the
standard Civ2 game have different functions here.  The Manhattan Project takes twice as long
as usual to build (1200 shields) and the United Nations Conference (Marco Polo's Embassy) can
be built with only 200 shields.

NEW NAME                   OLD NAME                 CITY              OBSOLETE?
Arc de Triumphe            Darwin's Voyage          Paris             unusable
Big Ben and Parliament     King Richard's Crusade   London            --
Dome of the Rock           Oracle                   Jerusalem         --
Eiffel Tower               same                     Paris             French Resistance
Empire State Building      Colossus                 New York          --
FDR's New Deal             Hoover Dam               Washington        --
Geneva Convention          United Nations           Zurich            --
Hagia Sophia               Statue of Liberty        Istanbul          unusable
Kremlin                    Copernicus' Observatory  Moscow            --
Krupp Steelworks           Adam Smith's Trading Co. Essen             --
Liberty Bell               J.S. Bach's Cathedral    Philadelphia      --
Manhattan Project          same                     not yet built     --
Van Braun's Laboratories   SETI Program             Danzig            --
Nazi Ideology              Great Wall               Berlin            U.S. War Footing
1936 Olympics              Apollo Program           Berlin            unusable
Nuremberg Rallies          Sun Tzu's War Academy    Dresden           U.S. Enters War
Michelangelo's Chapel      same                     Rome              --
Pyramids                   Leonardo's Workshop      Cairo             unusable
Rock of Gibraltar          Lighthouse               Gibraltar         --
Lend Lease Assistance      Great Library            Tashkent          --
Suez Canal                 Magellan's Expedition    Suez              --
Shakespeare's Theatre      same                     London            --
St. Basil's Square         Cure for Cancer          Moscow            --
Statue of Liberty          Hanging Gardens          New York          --
United Nations Conference  Marco Polo's Embassy     not yet built     --
U.S. Constitution          Pyramids                 Washington        --
Vemork Heavy Water Plant   Isaac Newton's College   Oslo              --
Women's Sufferage          same                     Washington        --

OBJECTIVES:
	There are a total of 281 objectives.  Every city counts as a objective,
important cities count as 3.  Wonders do not count, owing to a persistent bug in Civ2.
The protagonist is the Axis.  To reach a decisive victory, it need 244 objectives-
that would mean you have conquered pretty much the whole world except North America.  A
limited victory is 114 objectives; this is what the Axis had at their peak of power.  Less
than 56 objectives is what you start out with and is a limited defeat and 24 objectives or
less is a decisive defeat.  Here is a list of all the cities worth 3 objective points
instead of 1.  In addition, a *** indicates that special events happen when these cities
are conquered and/or reconquered:

ALLIES:
Athens
Baghdad
Boston
Cairo  
Delhi
Edinburgh
Gibraltar   
Jerusalem
Karachi
London   ***
Malta   
Manchester
Montreal
New York
Philadelphia
Suez
Washington

AXIS:
Berlin   ***
Bucharest
Cologne
Dresden
Essen
Messina
Munich
Oslo
Rome   ***
Vienna
Warsaw

FRENCH
Marseilles
Paris   ***
Tunis

NEUTRALS
Belgrade
Stockholm
Teheran
Zurich   ***

RUSSIA
Archangel
Baku
Chelyabinsk
Kiev
Kharkov
Leningrad
Minsk
Moscow  ***
Murmansk
Odessa
Samara
Sevastopol
Stalingrad
Sverdlovsk
Tashkent

SPAIN
Madrid

TURKEY
Istanbul

OIL
	In many ways, this war was very much about oil.  It was a big reason for instance
why originally Hitler wanted to conquer the oil rich city of Baku more than he wanted
Moscow.  So, the special resource Oil has had its productivity greatly boosted to reflect
the supreme importance of oil in the war.  Shield production is now doubled the usual
amount (from 4 to 8), plus four trade points are gained too.  In addition, if the Oil
square is mined, one gets an additional 8 shields for a total of 16! If you put a Factory
and Power Plant in that city it doubles to 32, and with a railroad over the square, you have
48 shields from that one square alone!
	In looking for oil squares, generally look for Plains squares that are mined.  The
oil squares very closely represent the real and potential oil fields of the time.  Look for
the most oil in the Middle East (especially Mosul), near Baku (3 squares!), Grozny, Maikop
and Samara in Russia, and near the city of Bucharest.

COALFIELDS AND IRONFIELDS
	In addition to Oil, I felt something else was needed to indicate the industrial
heartlands of each civ.  Places like the Rhur in Germany (near Essen and Cologne), the
Midlands of England (Birmingham and Manchester), the Donets Basin in Russia (Donetsk
and Rostov), and the Urals also in Russia (Sverlovosk, Chelyabinsk and Magnitogorsk) were
and are really the economic engines driving each country.  I noticed these types of places
are generally flat and containing coal and/or iron, so I made a new type of terrain that is
like the usual coal and iron special squares except that they provide more food, more
shields and have the movement and defense of grassland.  A mined "coalfield" square yields
6 shields, a mined "ironfield" yields 12.

OTHER CHANGES AND NOTES:
- It is five times more difficult than usual to research new technologies.
- Fundamentalist government is now called Fascism.  Fascist governments lose 20% of science,
and they can spend up to 80% of their budget on science.
- Fascist governments pay support (shields) on all units per city past 6.
- Communist goverments (i.e., Russia) have a pretty big amount of corruption in this game.
- The movement rate for roads and rivers is 4 squares per turn instead of the usual three.
- Desert squares cost 3 to move through and have double the defense of a grassland square
(same as Hills).
- There is a different graphic for a mined square- the mine now looks like a factory.
- The Temple city improvement is now called Church.
- The Offshore Platform city improvement is now called Shipping Docks.
- Manufacturing Plants now cost only 200 gold, ditto for Power Plants.
- Some special resource terrain types have been changed. The Buffalo special square has
been changed to Game since there of course are no buffalo in Europe.  The Silk square has
been changed to Timber- this just seems more realistic.  Jungle and Glacier terrain has
been eliminated.
- Fish and Whales now give less food but more trade or shields.  This is to prevent small
island towns like Malta and Crete from becoming big.  Just the same, the computer seems to
cheat on this and sometimes small towns like St. John's or Cyprus can impossibly grow one
citizen per turn.  Also, Aquaducts are needed to grow beyond 6 and Sewer Systems to grow
beyond 8, as another way to stop this cheating problem.
- Cities on inland seas and lakes, such as the Caspian Sea, cannot build naval units.
- Double the usual amount of food is required for a city to increase in size.
- Pollution doesn't matter (except that caused by nuclear explosions and read the bit about
the Qattara Depression below).
- Technology from conquest is forbidden.
- Government types cannot be changed.
- This is a Total War scenario, meaning there is no space race.
- Airports and Port Facilities are much more expensive.  This reflects the difficulty of
making aeronautical and naval experts from scratch.  There are other little changes in
the costs and upkeep of city improvements, so look for those.

THE QATTARA DEPRESSION
	Between the towns of Tobruk and Alexandria you will notice a large black area.  This
represents the Qattara Depression.  This unusual geographical feature is a place where the
sand is soft and almost completely unpassable.  Since the area was extremely strategically
important in WW2, we made it a truly unpassable area, not just one that takes a long time to
pass through.  It was turned into a lake and the lake was covered with black looking
pollution so it doesn't really look like a lake.  Hopefully things have been arranged so
there are no polllution effects.   You need not worry about global warming unless nuclear
bombs start dropping.

THE MAP
	Aside from all the other changes, there were countless changes made to the base map
we inherited to make it more accurate.  We highly recommend you use this map we made if you
want a game or scenario based on greater europe.  There are a few distortions in it but
mostly great care was put into its accuracy.  Even things like where railroads were at the
time were looked into (though sometimes we would change the real situation to improve
playability.  For instance the Atlantic is a LOT narrower than it should be, but that is so
moving across the Atlantic doesn't take a year or two!).  If you want to use this map for
your own games, we've included two versions.  Grteuro1.mp is the same as used in this
scenario, with the rivers changed around a bit (since you can't fix rivers in scenarios).
The second, Grteuro2.mp, is the same except that the ill-fitting North America has been left
out.  These files are even better than the one in the game because the rivers have been
fixed as well.

BUGS:
	There are so many cities (about 180) that if too many more are added, the shift-c
Find City function will not only not work, but will cause the program to crash.  Save 
often.
	Also, if you have enemy air units "stuck" next to your units, please move your
units to another spot.  This can happen for instance if you have a bomber far out at sea
and your replace it with a different bomber each turn.  Allied bombers might end up 
next to yours and stay there the whole game, which isn't right.

FINAL NOTES AND THANKS:
	Hopefully this scenario isn't too big.  It was designed to be the WWII scenario to
end all WWII scenarios, but that means it will take a looooong time to finish.  If
management of all those cities starts to wear you down, remember you can always set
some of your towns to (Capitalization) and just build units near where you need them.
	Thanks to James Starkweather, the author of the Blitz scenario for getting us started.
That file was then modified and improved by marija.gustin@siol.net and then we modified that.
Thanks to the many whose graphics were used and/or modified and used.  Most are anonymous,
but thanks to Michael H. Nielsen since quite a few were by him.
	Information for this scenario came from many books and web sites.  The Reader's
Digest Illustrated History of WWII was one, and it had many good pictures that became unit
graphics.  Harlan also used the book Great Weapons of WWII for inspiration on other graphics
and figuring out which units to include.  The Chronological Atlas of World War Two helped
with the map.  Most web sites were found from the WW2 index at http://snoopy.bunt.com/
~mconrad/links.htm.
	The Title.gif are two real WWII propaganda posters gotten off of the internet
(http://earthstation1.simplenet.com/warpostr/warpostr.html). It was included as a bit of
tongue-in-cheek humor and to give a sense of the times.
	If you are interested in learning more about how to make exclusive units and some of
the other tricks used in making this scenario, check out the file Advanced Scenario Making
Ideas by Leon Merrick at the Glyph web site (http://www.glyphweb.com/civ2.html).
	My biggest thanks goes out to Igor Galyavov, better known as the Historian (web page
at http://attend.to/hiciv, e-mail hiciv@geocities.com).  He was able to bring back to life
seven wonders that had been destroyed in the Blitz version of this file that we inherited.
He is a real miracle worker- he also fixed a couple other files of mine that had problems
I thought could never be fixed.
	One last thing.  Harlan compiled a graphics file of a whole bunch of WW2 era units to
help make this scenario with the best units possible.  If you are making a WW2 scenario of
your own or even just something that uses those types of units, look for the file
WW2units.gif on the web for instance at the Glyph web site again.

	Feedback is appreciated!  You can e-mail Harlan at harlant@hawaii.edu.
